Start of game delay via spectator function for use in television production

ABSTRACT

Systems, methods, and apparatuses for presenting video game contests via television. A system in accordance with one or more embodiments of the present invention comprises a network of gaming platforms, wherein the network of gaming platforms comprise at least one player platform and at least one spectator platform, each gaming platform in the network of gaming platforms having a video output, wherein the at least one spectator platform has a delayed start in the video game contest, a plurality of converters, each converter in the plurality of converters respectively coupled to the video outputs of the gaming platforms, a production facility, coupled to the plurality of converters, for viewing the video outputs of the gaming platforms via the plurality of converters and for selecting a chosen video output to be broadcast, and a broadcast system, coupled to the production facility, for distributing the chosen video output.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application claims the benefit under 35 U.S.C Section 119(e) of U.S. Provisional Application Ser. No. 61/013,741, filed on Dec. 14, 2007, by Steven Roberts et al., entitled “START OF GAME DELAY VIA SPECTATOR FUNCTION FOR USE IN TELEVISION PRODUCTION,” which application is incorporated by reference herein.

This application is related to U.S. patent application Ser. No. ______, filed same date herewith, which application claims the benefit under 35 U.S.C Section 119(e) of U.S. Provisional Application Ser. No. 61/013,744, filed on Dec. 14, 2007, by Steven Roberts et al., entitled “LIVE IN-GAME SPECTATOR FOR USE IN TELEVISION PRODUCTION,” which applications are incorporated by reference herein.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The present invention relates generally to video games, and in particular to the use of live, in-game spectators for use in television production.

2. Background of the Invention

Since the 1970's, video games have grown in popularity and are now in widespread use throughout the world. Video games are now in use on several platforms, such as personal computers, as well as proprietary platforms such as XBOX360, Playstation 3, and Wii. Each platform supports different functionalities, uses different controllers, and has different games available for use and enjoyment.

It has been difficult, however, to expand the video game industry to beyond the player's personal experience. Organized sports, such as football, baseball, and basketball, have garnered large audiences through television, and boxing and other less frequent events have been able to use pay-per-view avenues to garner increased revenues and interest. Video games, on the other hand, have been typically a user-only experience.

Recently, the ability to insert “spectators” into some games has become available, and such technology is described in U.S. Pat. No. 6,999,083, which is incorporated by reference herein. However, this technology still limits the ability of a large number of users to view a particular game or contest, because each person must insert an individual “spectator” into the game of interest.

From the foregoing, it can be seen, then, that there is a need in the art for a method to show video games to a larger audience. It can also be seen, then that there is a need in the art for an apparatus that enables a larger audience to watch a video game contest.

SUMMARY OF THE INVENTION

To minimize the limitations in the prior art, and to minimize other limitations that will become apparent upon reading and understanding the present specification, the present invention discloses systems, methods, and apparatuses for presenting video game contests via television.

A system in accordance with one or more embodiments of the present invention comprises a network of gaming platforms, wherein the network of gaming platforms comprise at least one player platform and at least one spectator platform, each gaming platform in the network of gaming platforms having a video output, wherein the at least one spectator platform has a delayed start in the video game contest, a plurality of converters, each converter in the plurality of converters respectively coupled to the video outputs of the gaming platforms, a production facility, coupled to the plurality of converters, for viewing the video outputs of the gaming platforms via the plurality of converters and for selecting a chosen video output to be broadcast, and a broadcast system, coupled to the production facility, for distributing the chosen video output.

Such a system further optionally comprises the broadcast system distributing the chosen video output substantially in real-time, the network of gaming platforms being a network of computers, a server, wherein each computer in the network of computers is coupled to the server, the at least one spectator platform being controlled separately from the at least one player platform, the at least one spectator platform having additional capabilities compared to the at least one player platform, one of the at least one player platforms acting as a host for the at least one spectator platforms, a plurality of sound boxes, respectively coupled to an audio output of each of the gaming platforms in the network of gaming platforms, the production facility being further coupled to the plurality of sound boxes, and wherein when the chosen video output is selected, the audio output corresponding to the chosen video output is also selected for distribution via the broadcast system, and at least one selected spectator platform having a script wherein the selected spectator platform has a programmed camera angle for at least part of the video game contest.

A method for viewing a video game contest in accordance with one or more embodiments of the present invention comprises networking a plurality of gaming platforms, wherein the plurality of gaming platforms comprises at least one player platform and at least one spectator platform, the at least one spectator platform having a viewing perspective of the video game contest different from that of the at least one player platform, starting the video game contest at a first time with the at least one player platform, and starting the video game contest at a second time with the at least one spectator platform, wherein the second time is after the first time.

Such a method further optionally comprises the plurality of gaming platforms being a plurality of computers, the at least one spectator platform having additional capabilities compared to the at least one player platform, and one of the at least one player platform acting as a host for the at least one spectator platform.

An apparatus for receiving a video game contest via a broadcast system in accordance with one or more embodiments of the present invention comprises a video input, wherein the video input receives a video signal comprising at least a video selected from a plurality of gaming platforms, the plurality of gaming platforms comprising at least one player platform and at least one spectator platform, the at least one spectator platform having a viewing perspective different from that of the at least one player platform, a processor, coupled to the video input, wherein the processor processes the video signal such that the video signal is formatted for presentation on a monitor, and at least one video output, coupled to the processor, wherein the video output comprises the formatted video signal, wherein the at least one player platform starts the video game contest at a first time, and the at least one spectator platform starts the video game contest at a second time after the first time.

Such an apparatus further optionally comprises the at least one video output being broadcast on the broadcast system substantially in real-time, the plurality of gaming platforms being a plurality of computers, the at least one spectator platform having additional capabilities compared to the at least one player platform, one of the at least one player platforms acting as a host for the at least one spectator platform, and at least one selected spectator platform having a script wherein the selected spectator platform has a programmed camera angle for at least part of the video game contest.

BRIEF DESCRIPTION OF THE DRAWINGS

Referring now to the drawings in which like reference numbers represent corresponding parts throughout:

FIG. 1 is an exemplary hardware and software environment used to implement one or more embodiments of the invention;

FIG. 2 illustrates a computer configuration in accordance with one or more embodiments of the present invention;

FIG. 3 illustrates the television production connections in accordance with one or more embodiments of the present invention;

FIG. 4 illustrates a gaming platform configuration in accordance with one or more embodiments of the present invention;

FIG. 5 illustrates a head-to-head game platform configuration in accordance with one or more embodiments of the present invention;

FIG. 6 illustrates a typical satellite television system of the related art.

FIG. 7 illustrates a process chart in accordance with one or more embodiments of the present invention.

DETAILED DESCRIPTION

In the following description, reference is made to the accompanying drawings which form a part hereof, and which is shown, by way of illustration, several embodiments of the present invention. It is to be understood that other embodiments may be utilized and structural changes may be made without departing from the scope of the present invention.

Overview

The invention is a network of personal computers, or a group of interconnected gaming platforms (collectively called gaming stations), where some of the gaming stations are “spectators” in the game being contested. The players each see the game from a first person perspective, and the spectators each see the game from a third person perspective. The spectators are “invisible” as far as the players are concerned, in that the spectator does not have a character that can be seen by any of the players during the game.

Each of the gaming stations, including the spectator gaming stations, is connected to a converter that converts the video and audio signals into standard television signals. The spectators typically follow the players or are stationed to watch for specific events to occur during the game, and each of the spectator and player video/audio signals are sent to the production truck for live selection of video/audio to be sent out over the airwaves.

The present invention allows for the spectator function to be used as a delayed start of the game to enable the spectator to watch the progress of the game in an “after the fact” manner, or in a near-real-time manner. Many video games do not allow spectators to join a game after the game has started, or only allow a spectator/new player to be joined into the game at the beginning of a game screen. If the players have progressed beyond the starting point, however, the spectator screens cannot see the action in the game. The gaming stations are connected to converters to convert the computer/gaming platform video to standard television signals, and sent to the production truck for live production of the audio/video signals.

Environment

FIG. 1 is an exemplary hardware and software environment used to implement one or more embodiments of the invention.

Embodiments of the invention are typically implemented using a computer 100, which generally includes, inter alia, a display device 102, data storage devices 104, cursor control devices 106, and other devices. Those skilled in the art will recognize that any combination of the above components, or any number of different components, peripherals, and other devices, may be used with the computer 100.

One or more embodiments of the invention are implemented by a computer-implemented program 108, wherein the program 108 is represented by a window displayed on the display device 102.

Generally, the program 108 comprises logic and/or data embodied in or readable from a device, media, carrier, or signal, e.g., one or more fixed and/or removable data storage devices 104 connected directly or indirectly to the computer 100, one or more remote devices coupled to the computer 100 via a data communications device, etc. Further, the program 108 may utilize a database 110 such as a spatial database.

Computer 100 may also be connected to other computers 100 (e.g., a client or server computer) via network 112 comprising the Internet, LANs (local area network), WANs (wide area network), or the like. Further, database 110 may be integrated within computer 100 or may be located across network 112 on another computer 100 or accessible device.

Those skilled in the art will recognize that the exemplary system illustrated in FIG. 1 is not intended to limit the present invention. Indeed, those skilled in the art will recognize that other alternative systems may be used without departing from the scope of the present invention.

Gaming Configurations

FIG. 2 illustrates a computer configuration in accordance with one or more embodiments of the present invention.

Configuration 200 is shown, where computer 100 takes one of three “forms” as described herein. Computers 100A are computers 100 set up for a given player “team” of players, computers 100B are computers 100 set up for a second “team” of players, and computers 100C are computers 100 set up for a group of “spectators” that are watching the players using computers 100A and 1000B. Larger or smaller numbers of computers 100A, 100B, and/or 100C can be used without departing from the scope of the present invention. All of the computers 100A, 100B, and 100C are coupled to a server 202.

So, for example, and not by way of limitation, a contest of the game “Counter Strike: Source” can be waged between two teams of five players each. Each player on team 1 occupies a computer 100A, and each player on team 2 occupies a computer 100B. A separate group of spectators occupy computers 100C.

The spectator computers 100C are viewing the game being played between the players using computers 100A and the players using computers 100B. Further, players using computers 100A and 100B cannot access the viewpoints of spectators 100C, and do not know that computers 100C even exist within the contested game. The spectator computers 100C are “invisible” to the players using computers 100A and 100B.

The connection to the server 202 enables the computers 100A, 100B, and 100C to communicate properly with each other in a local area network environment. As such, each computer 100, separately running the game program, is synchronized and playing or watching the same game being contested between the players using computers 100A and the players using computers 100B. Server 202 can also run the game program and enable each of the computers 100A, 100B, and 100C to participate in the game as multi-players and multi-spectators if such a configuration is desired.

The invention allows for the spectator function to be used as a delayed start of the game to enable the spectator to watch the progress of the game. Many video games do not allow spectators to join a game after the game has started, or only allow a spectator/new player to be joined into the game at the beginning of a game screen. If the players have progressed beyond the starting point, however, the spectator screens cannot see the action in the game. The gaming stations are connected to converters to convert the computer/gaming platform video to standard television signals, and sent to the production truck for live production of the audio/video signals. So, for example, and not by way of limitation, in a racing game such as Project Gotham Racing, entry of a spectator computer 100C can only occur after a race has started. If the contestants using computers 100A and 100B are allowed to start, the spectator computer 100C will start at the beginning of the race course, hopelessly behind the action. However, using the present invention, entering the spectator computer 100C without allowing the player computers 100A and 100B to start the race, allows the spectator computer 100C to view the action of the race from start to finish.

Television Production and Transmission

FIG. 3 illustrates the television production connections in accordance with one or more embodiments of the present invention.

System 300 shows the connections of computers 100A, 100B, and 100C to other instrumentation to enable the live broadcast of the game contest. Although only one computer 100A, 100B, and 100C are shown for reasons of clarity, it is within the scope of the present invention to connect each of the computers 100A, 100B, and 100C as described in FIG. 3.

Each computer 100A, 100B, and 100C, is not only coupled to server 202, but also to other electronics to couple the audio and video signals that are being shown on monitors coupled to computers 100A, 100B, and 100C to a production facility.

As shown in FIG. 3, computer 100A is coupled to sound box 302, such that the audio being generated at computer 100A is also being transmitted electronically to sound box 302. Similarly, computer 100A is coupled to a video converter 304, also called a Folsom converter, which converts the graphics that are shown on the monitor coupled to computer 100A to standard television signals.

In a similar fashion, computer 100B is coupled to sound box 306 and converter 308, and computer 100C is coupled to sound box 310 and converter 312. Sound boxes 302, 306, and 310, and converters 304, 308, and 312, are all coupled to production facility 314.

Within production facility 314, each of the audio/video outputs from computers 100A, 100B, and 100C are shown in real-time. A switching facility allows a producer to select which of the audio/video outputs to be broadcast over television airwaves, via cable, or via satellite subscription television techniques.

As such, the present invention allows for live overview perspectives of the game being contested via the audio/video from computer(s) 100C, as well as first person perspectives from the audio/video from computers 100A and/or 100B. Within production facility 314, each of the contested games can now be shown as if it were a live sporting event, e.g., the “player perspective” being similar to close-ups of a batter in baseball or a camera angle from behind the quarterback in football, and the “spectator” perspective being similar to the wide shot or the dirigible shot from above the stadium.

Each of the spectator computers 100C can be given a “script” to follow such that the production facility will have footage that may be interesting to viewers that are watching the contest via television. So, for example and not by way of limitation, one of the computer 100C operators can be asked to stay near one of the players on team A, e.g., one of the players using one of the computers 100A. Rather than having the spectator remain behind the player, the spectator can discuss with other spectators where players from computer(s) 100B are, so the spectator can get ready for a better “camera” angle to show the outside viewing audience. Further, spectator computers 100C can know, in advance, where certain battles or events will occur in the contest between computers 100A and 100B, and can select their spectator viewpoint near or at those locations to see the contest from that point of view. Such a script can be a manual operation, where a user moves the spectator platform 100C camera angle, or can be a programmed camera angle for part or all of the video game contest being played.

FIG. 4 illustrates a gaming platform configuration in accordance with one or more embodiments of the present invention.

System 400 shows gaming platforms 402 and 404. Additional gaming platforms can also be connected if desired without departing from the scope of the present invention.

One or more gaming platforms 402 are used for player interaction, while one or more gaming platforms 404 are used for spectators. Gaming platform 402 is coupled to a monitor 406, and the video output signals from gaming platform 402 are split off to a converter box 408, similar to that described in FIG. 3. Audio signals from gaming platform 402 are sent to a sound box 410 similar to those described in FIG. 3. The outputs of converter 408 and sound box 410 are sent to production facility 314 as described above.

Gaming platform 404 is also coupled to a monitor 412, converter 414, and sound box 416 in a similar fashion. One of the gaming platforms 402 or 404 is a host of the game being played, and the other platform(s) 402 and 404 are clients, such that the game being contested is only hosted on one of the platforms 402-404.

As with the configuration described in FIGS. 2-3, some of the gaming platforms 402 are for players, and other gaming platforms 404 are for spectators. The spectator platforms 404 are entered into the game to provide the production facility with different “virtual camera” angles to be shown on television screens that are remote from the place where the game is being contested.

Again, because the invention allows for the spectator function to be used as a delayed start of the game to enable the spectator to watch the progress of the game, this enables the production facility 314 to have access to a spectator view throughout the game, enabling viewers to see the game from start to finish.

Uses Of The Delayed Start Spectator Function

The present invention allows, for example, a spectator platform 404 to be connected to system 400 after other spectator platforms 404 and player platforms 402 have started a specific game, and allow the spectator platform 404 to follow behind, in a time perspective, the action that has taken place in the game (so they would see the game played out as a delayed game from that particular spectator platform 404). Further, either in addition to or in the alternative to such a delay, a spectator platform 404 can join a specific game at any time, and rather than starting at the very beginning screen of that particular game, can join in the game at the specific point where the game is currently being played. As such, either the spectator platform 404 has a delayed start of game for that platform 404, or starts the game at the particular point at which the game is currently being played.

Typically, video games that are displayed on player platforms 402, and, then, spectator platforms 404, generate graphics to simulate a scene, action, or movement. Such graphical generation is called rendering, and the player icons, scenery, movement, and changes in the images displayed on player platforms 402 and spectator platforms 404 are rendered in a localized area. So, as an example, even though an entire topological and time “virtual world” is programmed into the video game, the player platforms 402 and spectator platforms 404 typically only render the topology and other items that are localized to the specific location of that particular player platform 402 and spectator platform 404. As the individual platforms 402 and 404 move through the virtual world, and/or as time progresses in the game, the rendering engine within each individual platform 402 and 404 re-generates the graphical displays that are nearby their particular places in the game to indicate such movement or scenery changes. Although graphical changes are likely occurring outside of the localized area of a given player platform 402 or spectator platform 404, the rendering engine does not change the scene displayed on the monitors coupled to the player platform 402 or spectator platform 404, because the perspective of the platforms 402 and/or 404 is not affected by such changes.

So, for example, and not by way of limitation, an example system 400 can generate a game by rendering graphics for presentation on player platforms 402 and spectator platforms 404. At the beginning of the game, e.g., time t=0, each of the player platforms 402 would render a specific graphical display for use on the player platforms 402, the graphical display being at a certain “place” or location within the game, and, as game time elapsed or moved forward, and/or the player platform 402 generated commands that changed the viewing angle or location of that given player platform 402, the player platform 402 would re-render the graphical display such that the scenery shown on player platform 402 would change to match the current perspective of that player platform 402. So, at a later time in the game, e.g., time t=x, the player platform 402 would typically generate commands to the game program to move the location of the player icon being controlled by player platform 402, and thus player platform 402 would render the scene and/or action that the specific player platform 402 should be viewing at that location and time in the game program.

In such an example system 400, a spectator platform 404 can also join the game. In one instance, the spectator platform 404 can join the game at time t=x, and have the scenery and/or action at time t=x rendered on the spectator platform 404 from the viewpoint of that spectator platform 404, whether that viewpoint be that of one of the player platforms 402, or a third-party perspective/viewpoint. The player platforms 402 are unaware of the addition of spectator platform 404 regardless of the graphics being rendered on player platforms 402 and spectator platform 404, because of the independent viewpoint and “invisibility” of the spectator platform 404.

In another instance, which can be used in conjunction with the instance mentioned above, the spectator platform 404 can join the game at time t=x, which is after the player platforms 402 have started the game at time t=0; however, the spectator platform 404 is able to render the graphics of the game as if the spectator platform had entered the game at time t=0. As such, since at least the initial movements and various graphical renderings of player platforms 402 are now known, because the game has already started, the after-inserted spectator platform 404 can be placed at a location within the game to obtain a camera angle (also referred to as a viewpoint or perspective) that would be advantageous for viewing of a particular part of the current game. Rather than repeating a specific player platform 402 movements, the after-inserted spectator platform 404 can, with the present invention, be in position to render the graphics at locations within the game that were previously seemingly unimportant, but became important because of the player platform 402 previously unknown movements. Thus, the after-inserted spectator platform 404 can now be inserted into a given game at any time and capture a desired perspective of the action taking place at time t=x between player platforms 402.

So, as users of the player platforms 402 move and traverse the game landscape, rendering the scene in the local vicinity of their respective player platforms 402, the importance of specific times and/or locations within the gaming landscape becomes known to the system 400, and spectator platforms 404 can be inserted after the action or interactions have taken place and moved into desired camera angles or locations to best view the actions and interactions of the player platforms 402.

Although described with respect to graphical rendering gaming platforms, other graphical gaming representations used on computer platforms, or other methods or processes to generate the graphical representations shown on player platforms 402 and spectator platforms 404, can be used without departing from the scope of the present invention.

FIG. 5 illustrates a head-to-head game platform configuration in accordance with one or more embodiments of the present invention.

For games that either cannot have a spectator platform 404 inserted as a client, or for games that are head-to-head where only two perspectives would be of interest to the remote viewers, a single gaming platform 402 has two monitors 406A and 406B connected, and the video is split from those monitors via converter 408. Audio is still connected via sound box 410, and the outputs of converter 408 and sound box 410 are sent to production facility 314.

Broadcast Distribution

FIG. 6 illustrates a typical satellite television system of the related art.

To distribute the signals from production facility 314, several systems can be used. For example, a satellite distribution system 600 uses signals sent from Satellite A (SatA) 602, Satellite B (SatB) 604, and Satellite C (SatC) 606 that are directly broadcast to an Outdoor Unit (ODU) 608 that is typically attached to the outside of a house 610. ODU 608 typically includes an antenna that receives these signals and sends the received signals to a receiver, typically called an Integrated Receiver Decoder (IRD) 612, which decodes the signals and separates the signals into viewer channels, which are then passed to monitor 614 for viewing by a user. There can be more than one satellite transmitting from each orbital location.

Satellite uplink signals 616 are transmitted by one or more uplink facilities 618 to the satellites 602-604 that are typically in geosynchronous orbit. Satellites 602-606 amplify and rebroadcast the uplink signals 616, through transponders located on the satellite, as downlink signals 620. Depending on the satellite 602-606 antenna pattern, the downlink signals 620 are directed towards geographic areas for reception by the ODU 608.

Each satellite 602-606 broadcasts downlink signals 620 in typically thirty-two (32) different frequencies, which are licensed to various users for broadcasting of programming, which can be audio, video, or data signals, or any combination. These signals are typically located in the Ku-band of frequencies, i.e., 11-18 GHz. Future satellites will likely broadcast in the Ka-band of frequencies, i.e., 18-40 GHz, but typically 20-30 GHz.

Production facility 314 connect to uplink facility 618 to send the broadcast signals received from computers 100A-100C or gaming platforms 402-404 directly to satellites 602-606 for broadcast to IRDs 612, which receive the signals 620 via a video input, process the signals with a processor such that signals 620 are viewable on monitors 614 within the satellite downlink signal 620 transmission area, and output the signals via a video output to monitor(s) 614. Similarly, cable distribution system 622 can be used, or other on-air distribution systems, e.g., direct transmission from facility 618 as in over-the-air television signals, are also possible within the scope of the present invention. Such distribution can be either real-time, e.g., live or without significant delay from the events taking place on computers 100 or gaming platforms 402-404, or recorded and distributed at a time convenient to the broadcaster.

Process Chart

FIG. 7 illustrates a process chart in accordance with one or more embodiments of the present invention.

Box 700 illustrates networking a plurality of gaming platforms, wherein the plurality of gaming platforms comprises at least one player platform and at least one spectator platform, the at least one spectator platform having a viewing perspective of the video game contest different from that of the at least one player platform.

Box 702 illustrates starting the video game contest at a first time with the at least one player platform.

Box 704 illustrates starting the video game contest at a second time with the at least one spectator platform, wherein the second time is after the first time.

CONCLUSION

This concludes the description of the preferred embodiment of the invention. The following describes some alternative embodiments for accomplishing the present invention. For example, any type of computer, such as a mainframe, minicomputer, or personal computer, or computer configuration, such as a timesharing mainframe, local area network, or standalone personal computer, could be used with the present invention. Further, other gaming platforms, distribution systems, and games can be used within the scope of the present invention.

The present invention discloses systems, methods, and apparatuses for presenting video game contests via television. A system in accordance with one or more embodiments of the present invention comprises a network of gaming platforms, wherein the network of gaming platforms comprise at least one player platform and at least one spectator platform, each gaming platform in the network of gaming platforms having a video output, wherein the at least one spectator platform has a delayed start in the video game contest, a plurality of converters, each converter in the plurality of converters respectively coupled to the video outputs of the gaming platforms, a production facility, coupled to the plurality of converters, for viewing the video outputs of the gaming platforms via the plurality of converters and for selecting a chosen video output to be broadcast, and a broadcast system, coupled to the production facility, for distributing the chosen video output.

Such a system further optionally comprises the broadcast system distributing the chosen video output substantially in real-time, the network of gaming platforms being a network of computers, a server, wherein each computer in the network of computers is coupled to the server, the at least one spectator platform being controlled separately from the at least one player platform, the at least one spectator platform having additional capabilities compared to the at least one player platform, one of the at least one player platforms acting as a host for the at least one spectator platforms, a plurality of sound boxes, respectively coupled to an audio output of each of the gaming platforms in the network of gaming platforms, the production facility being further coupled to the plurality of sound boxes, and wherein when the chosen video output is selected, the audio output corresponding to the chosen video output is also selected for distribution via the broadcast system, and at least one selected spectator platform having a script wherein the selected spectator platform has a programmed camera angle for at least part of the video game contest.

A method for viewing a video game contest in accordance with one or more embodiments of the present invention comprises networking a plurality of gaming platforms, wherein the plurality of gaming platforms comprises at least one player platform and at least one spectator platform, the at least one spectator platform having a viewing perspective of the video game contest different from that of the at least one player platform, starting the video game contest at a first time with the at least one player platform, and starting the video game contest at a second time with the at least one spectator platform, wherein the second time is after the first time.

Such a method further optionally comprises the plurality of gaming platforms being a plurality of computers, the at least one spectator platform having additional capabilities compared to the at least one player platform, and one of the at least one player platform acting as a host for the at least one spectator platform.

An apparatus for receiving a video game contest via a broadcast system in accordance with one or more embodiments of the present invention comprises a video input, wherein the video input receives a video signal comprising at least a video selected from a plurality of gaming platforms, the plurality of gaming platforms comprising at least one player platform and at least one spectator platform, the at least one spectator platform having a viewing perspective different from that of the at least one player platform, a processor, coupled to the video input, wherein the processor processes the video signal such that the video signal is formatted for presentation on a monitor, and at least one video output, coupled to the processor, wherein the video output comprises the formatted video signal, wherein the at least one player platform starts the video game contest at a first time, and the at least one spectator platform starts the video game contest at a second time after the first time.

Such an apparatus further optionally comprises the at least one video output being broadcast on the broadcast system substantially in real-time, the plurality of gaming platforms being a plurality of computers, the at least one spectator platform having additional capabilities compared to the at least one player platform, one of the at least one player platforms acting as a host for the at least one spectator platform, and at least one selected spectator platform having a script wherein the selected spectator platform has a programmed camera angle for at least part of the video game contest.

The foregoing description of the preferred embodiment of the invention has been presented for the purposes of illustration and description. It is not intended to be exhaustive or to limit the invention to the precise form disclosed. Many modifications and variations are possible in light of the above teaching. It is intended that the scope of the invention be limited not by this detailed description, but rather by the claims appended hereto and the full range of equivalents to the claims. 

1. A system for presenting video game contests via television, comprising: a network of gaming platforms, wherein the network of gaming platforms comprise at least one player platform and at least one spectator platform, each gaming platform in the network of gaming platforms having a video output, wherein the at least one spectator platform has a delayed start in the video game contest; a plurality of converters, each converter in the plurality of converters respectively coupled to the video outputs of the gaming platforms; a production facility, coupled to the plurality of converters, for viewing the video outputs of the gaming platforms via the plurality of converters and for selecting a chosen video output to be broadcast; and a broadcast system, coupled to the production facility, for distributing the chosen video output.
 2. The system of claim 1, wherein the broadcast system distributes the chosen video output substantially in real-time.
 3. The system of claim 2, wherein the network of gaming platforms is a network of computers.
 4. The system of claim 3, further comprising a server, wherein each computer in the network of computers is coupled to the server.
 5. The system of claim 1, wherein the at least one spectator platform is controlled separately from the at least one player platform.
 6. The system of claim 1, wherein the at least one spectator platform has additional capabilities compared to the at least one player platform.
 7. The system of claim 1, wherein one of the at least one player platforms acts as a host for the at least one spectator platforms.
 8. The system of claim 1, further comprising a plurality of sound boxes, respectively coupled to an audio output of each of the gaming platforms in the network of gaming platforms.
 9. The system of claim 8, wherein the production facility is further coupled to the plurality of sound boxes, and wherein when the chosen video output is selected, the audio output corresponding to the chosen video output is also selected for distribution via the broadcast system.
 10. The system of claim 1, wherein at least one selected spectator platform has a script wherein the selected spectator platform has a programmed camera angle for at least part of the video game contest.
 11. A method for viewing a video game contest, comprising: networking a plurality of gaming platforms, wherein the plurality of gaming platforms comprises at least one player platform and at least one spectator platform, the at least one spectator platform having a viewing perspective of the video game contest different from that of the at least one player platform; starting the video game contest at a first time with the at least one player platform; and starting the video game contest at a second time with the at least one spectator platform, wherein the second time is after the first time.
 12. The method of claim 11, wherein the plurality of gaming platforms is a plurality of computers.
 13. The method of claim 11, wherein the at least one spectator platform has additional capabilities compared to the at least one player platform.
 14. The method of claim 10, wherein one of the at least one player platform acts as a host for the at least one spectator platform.
 15. An apparatus for receiving a video game contest via a broadcast system, comprising: a video input, wherein the video input receives a video signal comprising at least a video selected from a plurality of gaming platforms, the plurality of gaming platforms comprising at least one player platform and at least one spectator platform, the at least one spectator platform having a viewing perspective different from that of the at least one player platform; a processor, coupled to the video input, wherein the processor processes the video signal such that the video signal is formatted for presentation on a monitor; and at least one video output, coupled to the processor, wherein the video output comprises the formatted video signal, wherein the at least one player platform starts the video game contest at a first time, and the at least one spectator platform starts the video game contest at a second time after the first time.
 16. The apparatus of claim 15, wherein the at least one video output is broadcast on the broadcast system substantially in real-time.
 17. The apparatus of claim 15, wherein the plurality of gaming platforms is a plurality of computers.
 18. The apparatus of claim 15, the at least one spectator platform has additional capabilities compared to the at least one player platform.
 19. The apparatus of claim 15, wherein one of the at least one player platforms acts as a host for the at least one spectator platform.
 20. The apparatus of claim 15, wherein at least one selected spectator platform has a script wherein the selected spectator platform has a programmed camera angle for at least part of the video game contest. 